<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - custom attributes [lines]</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				color: #fff;
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
				z-index:100;
			}

		</style>
	</head>

	<body>
		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example</div>
		<div id="container"></div>

		<script src="js/WebGL.js"></script>
		<script src="js/libs/stats.min.js"></script>

		<script src="../build/three.js"></script>

		<script type="x-shader/x-vertex" id="vertexshader">

			uniform float amplitude;

			attribute vec3 displacement;
			attribute vec3 customColor;

			varying vec3 vColor;

			void main() {

				vec3 newPosition = position + amplitude * displacement;

				vColor = customColor;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">

			uniform vec3 color;
			uniform float opacity;

			varying vec3 vColor;

			void main() {

				gl_FragColor = vec4( vColor * color, opacity );

			}

		</script>


		<script>

		if ( WEBGL.isWebGLAvailable() === false ) {

			document.body.appendChild( WEBGL.getWebGLErrorMessage() );

		}

		var renderer, scene, camera, stats;

		var object, uniforms;

		var loader = new THREE.FontLoader();
		loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {

			init( font );
			animate();

		} );

		function init( font ) {

			camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
			camera.position.z = 400;

			scene = new THREE.Scene();
			scene.background = new THREE.Color( 0x050505 );

			uniforms = {

				amplitude: { value: 5.0 },
				opacity: { value: 0.3 },
				color: { value: new THREE.Color( 0xffffff ) }

			};

			var shaderMaterial = new THREE.ShaderMaterial( {

				uniforms: uniforms,
				vertexShader: document.getElementById( 'vertexshader' ).textContent,
				fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
				blending: THREE.AdditiveBlending,
				depthTest: false,
				transparent: true

			} );


			var geometry = new THREE.TextBufferGeometry( 'three.js', {

				font: font,

				size: 50,
				height: 15,
				curveSegments: 10,

				bevelThickness: 5,
				bevelSize: 1.5,
				bevelEnabled: true,
				bevelSegments: 10,

			} );

			geometry.center();

			var count = geometry.attributes.position.count;

			var displacement = new THREE.Float32BufferAttribute( count * 3, 3 );
			geometry.addAttribute( 'displacement', displacement );

			var customColor = new THREE.Float32BufferAttribute( count * 3, 3 );
			geometry.addAttribute( 'customColor', customColor );

			var color = new THREE.Color( 0xffffff );

			for ( var i = 0, l = customColor.count; i < l; i ++ ) {

				color.setHSL( i / l, 0.5, 0.5 );
				color.toArray( customColor.array, i * customColor.itemSize );

			}

			object = new THREE.Line( geometry, shaderMaterial );
			object.rotation.x = 0.2;
			scene.add( object );

			renderer = new THREE.WebGLRenderer( { antialias: true } );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );

			var container = document.getElementById( 'container' );
			container.appendChild( renderer.domElement );

			stats = new Stats();
			container.appendChild( stats.dom );

			//

			window.addEventListener( 'resize', onWindowResize, false );

		}

		function onWindowResize() {

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );

		}

		function animate() {

			requestAnimationFrame( animate );

			render();
			stats.update();

		}

		function render() {

			var time = Date.now() * 0.001;

			object.rotation.y = 0.25 * time;

			uniforms.amplitude.value = Math.sin( 0.5 * time );
			uniforms.color.value.offsetHSL( 0.0005, 0, 0 );

			var attributes = object.geometry.attributes;
			var array = attributes.displacement.array;

			for ( var i = 0, l = array.length; i < l; i += 3 ) {

				array[ i ] += 0.3 * ( 0.5 - Math.random() );
				array[ i + 1 ] += 0.3 * ( 0.5 - Math.random() );
				array[ i + 2 ] += 0.3 * ( 0.5 - Math.random() );

			}

			attributes.displacement.needsUpdate = true;

			renderer.render( scene, camera );

		}


	</script>

</body>

</html>
